프로퍼티 | 타입 | 설명 | |
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autoTrackLocalDirection | Vector3 | ||
autoTrackOffset | Vector3 | ||
autoTrackTarget | |||
creator | |||
isInSceneGraph | bool | ||
isYawFixed | bool | ||
lightList | LightList | ||
lightListDirty | bool | ||
objectList | Axiom.Collections.MovableObjectCollection | ||
showBoundingBox | bool | ||
visible | bool | ||
wireBox | |||
worldAABB | |||
worldBoundingSphere | |||
yawFixedAxis | Vector3 |
메소드 | 설명 | |
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AddBoundingBoxToQueue ( |
Adds this nodes bounding box (wireframe) to the RenderQueue.
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AttachObject ( Axiom.Core.MovableObject obj ) : void |
Attaches a MovableObject to this scene node. A MovableObject will not show up in the scene until it is attached to a SceneNode. |
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CreateChildSceneNode ( ) : |
Creates a new child scene node.
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CreateChildSceneNode ( Vector3 translate ) : |
Creates a new child scene node.
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CreateChildSceneNode ( Vector3 translate, |
Creates a new child scene node.
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CreateChildSceneNode ( string name ) : |
Creates a new name child node.
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CreateChildSceneNode ( string name, Vector3 translate ) : |
Creates a new named child scene node.
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CreateChildSceneNode ( string name, Vector3 translate, |
Creates a new named child scene node.
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DetachAllObjects ( ) : void |
Removes all currently attached SceneObjects from this SceneNode. Bounds for this SceneNode are also updated. |
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DetachObject ( Axiom.Core.MovableObject obj ) : void |
Removes the specifed object from this scene node. Bounds for this SceneNode are also updated. |
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FindLights ( float radius ) : LightList |
Allows retrieval of the nearest lights to the center of this SceneNode. This method allows a list of lights, ordered by proximity to the center of this SceneNode, to be retrieved. Multiple access to this method when neither the node nor the lights have moved will result in the same list being returned without recalculation. Can be useful when implementing IRenderable.Lights. |
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FindVisibleObjects ( |
Overloaded method.
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FindVisibleObjects ( |
Overloaded method.
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FindVisibleObjects ( |
Internal method which locates any visible objects attached to this node and adds them to the passed in queue.
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GetDebugRenderable ( ) : |
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GetObject ( int index ) : Axiom.Core.MovableObject |
Returns a movable object attached to this node by index. Node that this method is O(n), whereas the string overload of this method is O(1). Use the string version of this method if speed is important.
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GetObject ( string name ) : Axiom.Core.MovableObject |
Returns a movable object attached to this node by name. Node that this method is O(n), whereas the integer overload of this method is O(1). Use the integer version of this method if speed is important.
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LookAt ( Vector3 target, TransformSpace relativeTo ) : void | ||
LookAt ( Vector3 target, TransformSpace relativeTo, Vector3 localDirection ) : void |
Points the local Z direction of this node at a point in space.
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NotifyAttachedObjectNameChanged ( Axiom.Core.MovableObject obj ) : void |
Rekeys the scene object using its new Name
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RemoveAndDestroyAllChildren ( ) : void |
Removes and destroys all children in the subtree of this node. Use this to destroy all nodes found in the child subtree of this node and remove them from the scene graph. Note that all objects attached to the nodes will be detached but will not be destroyed. |
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RemoveAndDestroyChild ( |
This method removes and destroys the child and all of its children. Unlike removeChild, which removes a single named child from this node but does not destroy it, this method destroys the child and all of it's children. Use this if you wish to recursively destroy a node as well as detaching it from it's parent. Note that any objects attached to the nodes will be detached but will not themselves be destroyed. |
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RemoveAndDestroyChild ( String name ) : void |
This method removes and destroys the child and all of its children. Unlike removeChild, which removes a single named child from this node but does not destroy it, this method destroys the child and all of it's children. Use this if you wish to recursively destroy a node as well as detaching it from it's parent. Note that any objects attached to the nodes will be detached but will not themselves be destroyed. |
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SceneNode ( |
Basic constructor. Takes a scene manager reference to record the creator. Can be created manually, but should be left the Create* Methods. |
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SceneNode ( |
Overloaded constructor. Takes a scene manager reference to record the creator, and a name for the node.
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SetAsRootNode ( ) : void |
Only called by SceneManagers
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SetAutoTracking ( bool enabled ) : void | ||
SetAutoTracking ( bool enabled, |
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SetAutoTracking ( bool enabled, |
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SetAutoTracking ( bool enabled, |
Enables / disables automatic tracking of another SceneNode. If you enable auto-tracking, this SceneNode will automatically rotate to point it's -Z at the target SceneNode every frame, no matter how it or the other SceneNode move. Note that by default the -Z points at the origin of the target SceneNode, if you want to tweak this, provide a vector in the 'offset' parameter and the target point will be adjusted. |
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SetDirection ( Real x, Real y, Real z ) : void | ||
SetDirection ( Real x, Real y, Real z, TransformSpace relativeTo ) : void | ||
SetDirection ( Real x, Real y, Real z, TransformSpace relativeTo, Vector3 localDirectionVector ) : void |
Sets the node's direction vector ie it's local -z. Note that the 'up' vector for the orientation will automatically be recalculated based on the current 'up' vector (i.e. the roll will remain the same). If you need more control, use the |
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SetDirection ( Vector3 vec ) : void | ||
SetDirection ( Vector3 vec, TransformSpace relativeTo ) : void | ||
SetDirection ( Vector3 vec, TransformSpace relativeTo, Vector3 localDirection ) : void |
Sets the node's direction vector ie it's local -z. Note that the 'up' vector for the orientation will automatically be recalculated based on the current 'up' vector (i.e. the roll will remain the same). If you need more control, use the |
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SetFixedYawAxis ( bool useFixed ) : void |
Sets a default fixed yaw axis of Y.
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SetFixedYawAxis ( bool useFixed, Vector3 fixedAxis ) : void |
Tells the node whether to yaw around it's own local Y axis or a fixed axis of choice. This method allows you to change the yaw behavior of the node - by default, it yaws around it's own local Y axis when told to yaw with TransformSpace.Local, this makes it yaw around a fixed axis. You only really need this when you're using auto tracking (SetAutoTracking(bool), because when you're manually rotating a node you can specify the TransformSpace in which you wish to work anyway. |
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Yaw ( float degrees ) : void |
Overridden to apply fixed yaw axis behavior.
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메소드 | 설명 | |
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CreateChildImpl ( ) : |
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CreateChildImpl ( string name ) : |
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OnRename ( string oldName ) : void | ||
Update ( bool updateChildren, bool hasParentChanged ) : void |
Internal method to update the Node. Updates this scene node and any relevant children to incorporate transforms etc. Don't call this yourself unless you are writing a SceneManager implementation. |
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UpdateBounds ( ) : void |
Tell the SceneNode to update the world bound info it stores.
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UpdateFromParent ( ) : void |
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dispose ( bool disposeManagedResources ) : void |
메소드 | 설명 | |
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AutoTrack ( ) : void |
Internal method used to update auto-tracking scene nodes.
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Clear ( ) : void |
Need to clear list of child objects in addition to base class functionality.
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public AddBoundingBoxToQueue ( |
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queue | ||
리턴 | void |
public AttachObject ( Axiom.Core.MovableObject obj ) : void | ||
obj | Axiom.Core.MovableObject | |
리턴 | void |
public CreateChildSceneNode ( Vector3 translate ) : |
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translate | Vector3 | A vector to specify the position relative to the parent. |
리턴 |
public CreateChildSceneNode ( Vector3 translate, |
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translate | Vector3 | A vector to specify the position relative to the parent. |
rotate | A quaternion to specify the orientation relative to the parent. | |
리턴 |
public CreateChildSceneNode ( string name ) : |
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name | string | |
리턴 |
public CreateChildSceneNode ( string name, Vector3 translate ) : |
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name | string | Name of the node. |
translate | Vector3 | A vector to specify the position relative to the parent. |
리턴 |
public CreateChildSceneNode ( string name, Vector3 translate, |
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name | string | Name of the node. |
translate | Vector3 | A vector to specify the position relative to the parent. |
rotate | A quaternion to specify the orientation relative to the parent. | |
리턴 |
public DetachObject ( Axiom.Core.MovableObject obj ) : void | ||
obj | Axiom.Core.MovableObject | Reference to the object to remove. |
리턴 | void |
public FindLights ( float radius ) : LightList | ||
radius | float | Parameter to specify lights intersecting a given radius of /// this SceneNode's centre |
리턴 | LightList |
public FindVisibleObjects ( |
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camera | ||
queue | ||
리턴 | void |
public FindVisibleObjects ( |
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camera | ||
queue | ||
includeChildren | bool | |
displayNodes | bool | |
리턴 | void |
public FindVisibleObjects ( |
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camera | Active camera. | |
queue | Queue to which these objects should be added. | |
includeChildren | bool | If true, cascades down to all children. |
displayNodes | bool | Renders the local axes for the node. |
onlyShadowCasters | bool | |
리턴 | void |
public GetDebugRenderable ( ) : |
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리턴 |
public GetObject ( int index ) : Axiom.Core.MovableObject | ||
index | int | The index of the object to return. |
리턴 | Axiom.Core.MovableObject |
public GetObject ( string name ) : Axiom.Core.MovableObject | ||
name | string | The name of the object to return. |
리턴 | Axiom.Core.MovableObject |
public LookAt ( Vector3 target, TransformSpace relativeTo ) : void | ||
target | Vector3 | |
relativeTo | TransformSpace | |
리턴 | void |
public LookAt ( Vector3 target, TransformSpace relativeTo, Vector3 localDirection ) : void | ||
target | Vector3 | A vector specifying the look at point. |
relativeTo | TransformSpace | The space in which the point resides. |
localDirection | Vector3 | /// The vector which normally describes the natural direction of the node, usually -Z. /// |
리턴 | void |
public NotifyAttachedObjectNameChanged ( Axiom.Core.MovableObject obj ) : void | ||
obj | Axiom.Core.MovableObject | |
리턴 | void |
public RemoveAndDestroyChild ( |
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sceneNode | The node to remove and destroy | |
리턴 | void |
public RemoveAndDestroyChild ( String name ) : void | ||
name | String | name of the node to remove and destroy |
리턴 | void |
public SceneNode ( |
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creator | ||
리턴 | System |
public SceneNode ( |
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creator | ||
name | string | |
리턴 | System |
public SetAutoTracking ( bool enabled, |
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enabled | bool | |
target | ||
리턴 | void |
public SetAutoTracking ( bool enabled, |
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enabled | bool | |
target | ||
localDirection | Vector3 | |
리턴 | void |
public SetAutoTracking ( bool enabled, |
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enabled | bool | /// If true, tracking will be enabled and the 'target' cannot be null. /// If false tracking will be disabled and the current orientation will be maintained. /// |
target | /// Reference to the SceneNode to track. Can be null if and only if the enabled param is false. /// | |
localDirection | Vector3 | /// The local vector considered to be the usual 'direction' /// of the node; normally the local -Z but can be another direction. /// |
offset | Vector3 | /// If supplied, this is the target point in local space of the target node /// instead of the origin of the target node. Good for fine tuning the look at point. /// |
리턴 | void |
public SetDirection ( Real x, Real y, Real z ) : void | ||
x | Real | |
y | Real | |
z | Real | |
리턴 | void |
public SetDirection ( Real x, Real y, Real z, TransformSpace relativeTo ) : void | ||
x | Real | |
y | Real | |
z | Real | |
relativeTo | TransformSpace | |
리턴 | void |
public SetDirection ( Real x, Real y, Real z, TransformSpace relativeTo, Vector3 localDirectionVector ) : void | ||
x | Real | The x component of the direction vector. |
y | Real | The y component of the direction vector. |
z | Real | The z component of the direction vector. |
relativeTo | TransformSpace | The space in which this direction vector is expressed. |
localDirectionVector | Vector3 | The vector which normally describes the natural direction /// of the node, usually -Z. /// |
리턴 | void |
public SetDirection ( Vector3 vec, TransformSpace relativeTo ) : void | ||
vec | Vector3 | |
relativeTo | TransformSpace | |
리턴 | void |
public SetDirection ( Vector3 vec, TransformSpace relativeTo, Vector3 localDirection ) : void | ||
vec | Vector3 | The direction vector. |
relativeTo | TransformSpace | The space in which this direction vector is expressed. |
localDirection | Vector3 | The vector which normally describes the natural direction /// of the node, usually -Z. /// |
리턴 | void |
public SetFixedYawAxis ( bool useFixed, Vector3 fixedAxis ) : void | ||
useFixed | bool | /// If true, the axis passed in the second parameter will always be the yaw axis no /// matter what the node orientation. If false, the node returns to it's default behavior. /// |
fixedAxis | Vector3 | The axis to use if the first parameter is true. |
리턴 | void |
protected Update ( bool updateChildren, bool hasParentChanged ) : void | ||
updateChildren | bool | |
hasParentChanged | bool | |
리턴 | void |
protected dispose ( bool disposeManagedResources ) : void | ||
disposeManagedResources | bool | |
리턴 | void |
protected MovableObjectCollection,Axiom.Collections objectList | ||
리턴 | Axiom.Collections.MovableObjectCollection |
protected Sphere,Axiom.Math worldBoundingSphere | ||
리턴 |